using System;
using System.Collections;
using System.IO;
using Server.Mobiles;
using Server.Items;
using Server.Commands;

// Version 0.8

namespace Server
{
	public class UOAMVendorGenerator
	{
		private static int m_Count;

		//configuration
		private const int NPCCount = 2;//2 npcs per type (so a mage spawner will spawn 2 npcs, a alchemist and herbalist spawner will spawn 4 npcs total)
		private const int HomeRange = 5;//How far should they wander?
		private const bool TotalRespawn = true;//Should we spawn them up right away?
		private static TimeSpan MinTime = TimeSpan.FromMinutes( 2.5 );//min spawn time
		private static TimeSpan MaxTime = TimeSpan.FromMinutes( 10.0 );//max spawn time
		private const int Team = 0;//"team" the npcs are on

		public static void Initialize()
		{
			CommandSystem.Register( "UOAMVendors", AccessLevel.Administrator, new CommandEventHandler( Generate_OnCommand ) );
		}

		[Usage( "UOAMVendors" )]
		[Description( "Generates vendor spawners from Data/Common.MAP (taken from UOAutoMap)" )]
		private static void Generate_OnCommand( CommandEventArgs e )
		{
			Parse( e.Mobile );
		}

		public static void Parse( Mobile from )
		{
			string vendor_path = Path.Combine( Core.BaseDirectory, "Data/Common.map" );
			m_Count = 0;

			if ( File.Exists( vendor_path ) )
			{
				ArrayList list = new ArrayList();
				from.SendMessage( "Generating Vendors..." );

				using ( StreamReader ip = new StreamReader( vendor_path ) )
				{
					string line;

					while ( (line = ip.ReadLine()) != null )
					{
						int indexOf = line.IndexOf( ':' );

						if ( indexOf == -1 )
							continue;

						string type = line.Substring( 0, ++indexOf ).Trim();
						string sub = line.Substring( indexOf ).Trim();

						string[] split = sub.Split( ' ' );

						if ( split.Length < 3 )
							continue;

						split = new string[]{ type, split[0], split[1], split[2] };

						switch(split[0].ToLower()) 
						{
							case "-healer:":
								PlaceNPC( split[1], split[2], split[3], "Healer", "HealerGuildmaster" );
								break;
							case "-baker:":
								PlaceNPC( split[1], split[2], split[3], "Baker" );
								break;
							case "-vet:":
								PlaceNPC( split[1], split[2], split[3], "Veterinarian" );
								break;
							case "-gypsymaiden:":
								PlaceNPC( split[1], split[2], split[3], "GypsyMaiden" );
								break;
							case "-gypsybank:":
								PlaceNPC( split[1], split[2], split[3], "GypsyBanker" );
								break;
							case "-bank:":
								PlaceNPC( split[1], split[2], split[3], "Banker", "Minter" );
								break;
							case "-inn:":
								PlaceNPC( split[1], split[2], split[3], "Innkeeper" );
								break;
							case "-provisioner:":
								PlaceNPC( split[1], split[2], split[3], "Provisioner", "Cobbler" );
								break;
							case "-tailor:":
								PlaceNPC( split[1], split[2], split[3], "Tailor", "Weaver", "TailorGuildmaster" );
								break;
							case "-tavern:":
								PlaceNPC( split[1], split[2], split[3], "Tavernkeeper", "Waiter", "Cook", "Barkeeper" );
								break;
							case "-reagents:":
								PlaceNPC( split[1], split[2], split[3], "Herbalist", "Alchemist", "CustomHairstylist" );
								break;
							case "-fortuneteller:":
								PlaceNPC( split[1], split[2], split[3], "FortuneTeller" );
								break;
							case "-holymage:":
								PlaceNPC( split[1], split[2], split[3], "HolyMage" );
								break;
							case "-chivalrykeeper:":
								PlaceNPC( split[1], split[2], split[3], "KeeperOfChivalry" );
								break;
							case "-mage:":
								PlaceNPC( split[1], split[2], split[3], "Mage", "Alchemist", "MageGuildmaster" );
								break;
							case "-arms:":
								PlaceNPC( split[1], split[2], split[3], "Armorer", "Weaponsmith" );
								break;
							case "-tinker:":
								PlaceNPC( split[1], split[2], split[3], "Tinker", "TinkerGuildmaster" );
								break;
							case "-gypsystable:":
								PlaceNPC( split[1], split[2], split[3], "GypsyAnimalTrainer" );
								break;
							case "-stable:":
								PlaceNPC( split[1], split[2], split[3], "AnimalTrainer" );
								break;
							case "-blacksmith:":
								PlaceNPC( split[1], split[2], split[3], "Blacksmith", "BlacksmithGuildmaster" );
								break;
							case "-bowyer:":
							case "-fletcher:":
								PlaceNPC( split[1], split[2], split[3], "Bowyer" );
								break;
							case "-carpenter:":
								PlaceNPC( split[1], split[2], split[3], "Carpenter", "Architect", "RealEstateBroker" );
								break;
							case "-butcher:":
								PlaceNPC( split[1], split[2], split[3], "Butcher" );
								break;
							case "-jeweler:":
								PlaceNPC( split[1], split[2], split[3], "Jeweler" );
								break;
							case "-tanner:":
								PlaceNPC( split[1], split[2], split[3], "Tanner", "Furtrader" );
								break;
							case "-bard:":
								PlaceNPC( split[1], split[2], split[3], "Bard", "BardGuildmaster" );
								break;
							case "-market:":
								PlaceNPC( split[1], split[2], split[3], "Butcher", "Farmer" );
								break;
							case "-library:":
								PlaceNPC( split[1], split[2], split[3], "Scribe" );
								break;
							case "-shipwright:":
								PlaceNPC( split[1], split[2], split[3], "Shipwright", "Mapmaker" );
								break;
							case "-docks:":
								PlaceNPC( split[1], split[2], split[3], "Fisherman" );
								break;

							case "-beekeeper:":
								PlaceNPC( split[1], split[2], split[3], "Beekeeper" );
								break;
							
							
								// Guilds & Misc
							case "-tinkers guild:":
								PlaceNPC( split[1], split[2], split[3], "TinkerGuildmaster" );
								break;
							case "-blacksmiths guild:":
								PlaceNPC( split[1], split[2], split[3], "BlacksmithGuildmaster" );
								break;
							case "-sorcerors guild:":
								PlaceNPC( split[1], split[2], split[3], "MageGuildmaster" );
								break;
							case "-customs:": break;
							case "-painter:": break;
							case "-theater:": break;
							case "-warriors guild:":
								PlaceNPC( split[1], split[2], split[3], "WarriorGuildmaster" );
								break;
							case "-archers guild:":
								PlaceNPC( split[1], split[2], split[3], "RangerGuildmaster" );
								break;
							case "-thieves guild:":
								PlaceNPC( split[1], split[2], split[3], "ThiefGuildmaster" );
								break;
							case "-miners guild:":
								PlaceNPC( split[1], split[2], split[3], "MinerGuildmaster" );
								break;
							case "-fishermans guild:":
								PlaceNPC( split[1], split[2], split[3], "FisherGuildmaster" );
								break;
							case "-merchants guild:":
								PlaceNPC( split[1], split[2], split[3], "MerchantGuildmaster" );
								break;
							case "-illusionists guild:": break;
							case "-armourers guild:": break;
							case "-sorcerers guild:": break;
							case "-mages guild:":
								PlaceNPC( split[1], split[2], split[3], "MageGuildmaster" );
								break;
							case "-weapons guild:": break;
							case "-bardic guild:":
								PlaceNPC( split[1], split[2], split[3], "BardGuildmaster" );
								break;
							case "-rogues guild:":
								break;

								// Skip
							case "+landmark:":
							case "-point of interest:":
							case "+shrine:":
							case "+moongate:":
							case "+dungeon:":
							case "+scenic:":
							case "-gate:":
							case "+Body of Water:":
							case "+ruins:":
							case "+teleporter:":
							case "+Terrain:":
							case "-exit:":
							case "-bridge:":
							case "-other:":
							case "+champion:":
							case "-stairs:":
							case "-guild:":
							case "+graveyard:":
							case "+Island:":
							case "+town:":
								break;
							/*default:
								Console.WriteLine(split[0]);
								break;*/
						}
					}
				}
				from.SendMessage( "Done, added {0} spawners",m_Count );
			}
			else
			{
				from.SendMessage( "{0} not found!", vendor_path );
			}
		}

		public static void PlaceNPC( string sx, string sy, string sm, params string[] types )
		{
			if ( types.Length == 0 )
				return;

			int x = Utility.ToInt32( sx );
			int y = Utility.ToInt32( sy );
			int map = Utility.ToInt32( sm );

			switch ( map )
			{
				case 0://Trammel and Felucca
					MakeSpawner( types, x, y, Map.Felucca );
					MakeSpawner( types, x, y, Map.Trammel );
					break;
				case 1://Felucca
					MakeSpawner( types, x, y, Map.Felucca );
					break;
				case 2:
					MakeSpawner( types, x, y, Map.Trammel );
					break;
				case 3:
					MakeSpawner( types, x, y, Map.Ilshenar );
					break;
				case 4:
					MakeSpawner( types, x, y, Map.Malas );
					break;
				default:
					Console.WriteLine( "UOAM Vendor Parser: Warning, unknown map {0}", map );
					break;
			}
		}

		public static int GetSpawnerZ( int x, int y, Map map )
		{
			int z = map.GetAverageZ( x, y );

			if ( map.CanFit( x, y, z, 16, false, false, true ) )
				return z;

			for ( int i = 1; i <= 20; ++i )
			{
				if ( map.CanFit( x, y, z + i, 16, false, false, true ) )
					return z + i;

				if ( map.CanFit( x, y, z - i, 16, false, false, true ) )
					return z - i;
			}

			return z;
		}

		private static Queue m_ToDelete = new Queue();

		public static void ClearSpawners( int x, int y, int z, Map map )
		{
			IPooledEnumerable eable = map.GetItemsInRange( new Point3D( x, y, z ), 0 );

			foreach ( Item item in eable )
			{
				if ( item is Spawner && item.Z == z )
					m_ToDelete.Enqueue( item );
			}

			eable.Free();

			while ( m_ToDelete.Count > 0 )
				((Item)m_ToDelete.Dequeue()).Delete();
		}

		private static void MakeSpawner( string[] types, int x, int y, Map map )
		{
			if ( types.Length == 0 )
				return;

			int z = GetSpawnerZ( x, y, map );

			ClearSpawners( x, y, z, map );

			for ( int i = 0; i < types.Length; ++i )
			{
				bool isGuildmaster = ( types[i].EndsWith( "Guildmaster" ) );

				Spawner sp = new Spawner( types[i] );

				if ( isGuildmaster )
					sp.Count = 1;
				else
					sp.Count = NPCCount;

				sp.MinDelay = MinTime;
				sp.MaxDelay = MaxTime;
				sp.Team = Team;
				sp.HomeRange = HomeRange;

				sp.MoveToWorld( new Point3D( x, y, z ), map );

				if ( TotalRespawn )
				{
					sp.Respawn();
					sp.BringToHome();
				}

				++m_Count;
			}
		}
	}
}
